Gem
Click a polygon to fill the whole flat face it belongs to, fading out at the edges of that face.
VIDEO ON THE WAY
Final video is on the way, thank you for your patience!
Gem is one click, no drag, and the camera stays free to orbit. It finds the run of polygons that are flat enough to count as the same face as the one you clicked, fills it, and fades the fill in from the edges of that run. The fade is the reason to reach for this instead of the paint bucket. A fill that finds the flat face on its own and feathers itself might be an industry first. Of course, that only matters if it gets a clean panel painted faster than you could mask it, and it does.
Option bar
- Angle - 1 to 89 degrees, default 12. How far a polygon may tilt away from the one you clicked and still join the fill. It is measured against the clicked face every time, not from neighbor to neighbor, so the run cannot creep around a curve a degree at a time. A few degrees keeps one facet, and thirty swallows a whole rounded shoulder.
- Margin - 0 to 50 mm, default 2 mm. How far in from the edges of the flat run the fill fades. 0 fills hard to the edge. It is measured in millimeters on the model rather than in texels, so the same margin looks the same size on a big panel and a small facet however the UVs were packed. It fades only at the run's own boundary, so a UV seam or a material change crossing the middle of the same flat face fills straight through.
- Readout - Reports the polygon count of the last fill, and tells you why whenever a click is skipped.
Notes
- The walk crosses shared mesh edges, so UV seams are invisible to it.
- A run of up to 400,000 triangles fills in one click, and the readout tells you when lowering Angle will help.
- Millimeters come from your Gradus or Calibrate calibration if there is one. Without a calibration the margin is derived from the model bounds assuming the model is 200 mm across, and the readout says the margin is approximate.
- One undo step per touched submesh.